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Transform your FiveM server into an immersive survival experience with this comprehensive needs management system. This isn't just basic hunger and thirst bars - it's a sophisticated survival framework that adds genuine gameplay depth through interconnected needs, realistic consumption mechanics, and strategic resource management. Whether you're building a hardcore survival server or adding meaningful progression to roleplay, DevCore Needs creates engaging gameplay loops that reward planning and punish neglect.
What makes this system special is how different needs interact and affect player capabilities. Hunger doesn't just decrease health - it reduces stamina regeneration, affects running speed, and impacts decision-making through visual effects. Thirst affects everything from aim stability to driving capability. These interconnected systems create realistic survival challenges where players must balance competing priorities rather than simply watching bars fill and empty.
You receive a complete survival framework managing multiple player needs with configurable depletion rates and consequences. The core system tracks hunger, thirst, and fatigue with independent timers and consumption mechanics. Each need affects player capabilities differently - hunger impacts physical performance, thirst affects focus and precision, fatigue reduces overall effectiveness. Visual feedback systems show players their current status through UI elements and screen effects.
The consumption system handles food and drink items with realistic effects. Different consumables provide varying levels of satisfaction - snacks give minor hunger relief, full meals provide substantial restoration, energy drinks temporarily boost stamina. The script integrates with your existing inventory system, allowing players to use items directly from their storage. Administrative controls let you configure depletion rates, maximum need levels, death thresholds, and consequence severity.
Hunger: Depletes steadily with accelerated consumption during physical activity. Low hunger reduces maximum health, slows stamina regeneration, and decreases running speed. Critical hunger causes health drain until eating or death occurs. Different foods provide varying satiation - snacks offer quick relief but temporary satisfaction, proper meals provide substantial long-term hunger reduction. This creates gameplay choices between quick fixes and proper nutrition.
Thirst: Decreases faster than hunger reflecting the body's greater water dependency. Low thirst causes screen blur affecting aim and driving precision, reduces overall stamina, and eventually leads to critical dehydration. Water sources provide basic hydration, while specialized drinks (energy drinks, coffee) offer temporary boosts alongside thirst relief. Strategic hydration planning becomes essential for activities requiring focus like shooting or precision driving.
Fatigue: Accumulates during extended play sessions and intense activity. Tired players experience reduced maximum stamina, slower reaction times, and impaired performance across all activities. Rest is the primary fatigue remedy - standing still, sitting, or sleeping (if implemented) gradually restores energy. This encourages natural breaks in gameplay and creates roleplay opportunities around rest and recuperation.
During police pursuits, officers must manage stamina depletion from sprinting while remembering to stay hydrated for aim stability. Criminals planning heists need to eat proper meals beforehand ensuring peak performance during critical moments. Truck drivers on long hauls pack food and drinks preventing dangerous fatigue on highways. These practical impacts make the needs system more than arbitrary numbers - it influences tactical decisions.
For businesses, the needs system creates constant demand. Restaurants become essential services rather than optional roleplay locations. Convenience stores sell survival necessities, not just cosmetic items. Delivery services bring food and drinks to players during activities. This economic ecosystem enriches server interactions beyond simple transactions.
Server owners configure every aspect of the needs system through the comprehensive config file. Set depletion rates matching your desired difficulty - hardcore servers implement faster consumption requiring frequent eating, while casual servers allow longer gaps. Configure at what percentage negative effects begin - determine if players feel consequences at 50% hunger or wait until 25% critical levels.
Choose whether critically low needs cause death or just severe penalties. Hardcore survival servers implement death mechanics creating real stakes, while roleplay servers prefer debuffs maintaining gameplay without frustration. Set different depletion rates for different activities - sprinting depletes faster than walking, combat faster than peaceful actions. This granular control lets you create exactly the survival experience matching your server's style.
Configure item effectiveness through simple tables. Define how much hunger a sandwich restores versus a full meal. Set whether energy drinks provide temporary stamina boosts or just hydration. Add buff effects to premium foods giving advantages beyond basic need satisfaction. This flexibility supports diverse economies from scarcity survival to comfortable civilian life.
DevCore Needs integrates seamlessly with restaurant and food business scripts. When players order meals, consumption triggers need restoration through the system. Vending machines, street food vendors, and grocery stores all tie into the same needs framework. This creates consistent gameplay where food sources feel unified rather than disconnected mechanics.
Link needs to medical systems for enhanced realism. Low hunger and thirst might make injuries more severe or slow healing. Fatigue could affect drug effectiveness or recovery rates. These connections create deeper gameplay where maintaining needs has practical advantages beyond avoiding death.
For farming and cooking scripts, DevCore Needs creates end-user demand. Players farming crops know there's real market need for their products. Chefs crafting meals provide genuine value beyond roleplay. This economic foundation makes production careers meaningful rather than purely decorative.
Many survival scripts implement basic hunger/thirst as simple timers with health drain. DevCore Needs goes deeper with interconnected systems affecting gameplay meaningfully. The activity-based depletion creates dynamic challenges - players can't ignore needs during intense situations but must account for survival alongside combat or racing. This integration of survival into all gameplay aspects creates consistent immersion.
The configuration flexibility means the system adapts to any server philosophy. Hardcore survival communities create punishing need management, while casual roleplay servers implement gentle reminders. The same script serves both extremes and everything between through configuration rather than code modification. This versatility makes it viable for diverse server types.
Survival needs create natural roleplay scenarios. Characters meet friends for lunch not just for conversation but because they genuinely need to eat. Coffee shops serve functional purposes providing hydration and temporary energy boosts. Players traveling long distances pack supplies creating preparation roleplay. These practical necessities ground characters in believable behavior patterns.
The needs system also creates vulnerability adding stakes to situations. Kidnapped players can't simply wait indefinitely - hunger and thirst create time pressure. Stranded players must find food and water creating survival storylines. These mechanical pressures drive roleplay forward rather than leaving everything to pure improvisation.
A functioning needs system fundamentally changes server economies. Food and drink transform from optional purchases to necessities. Restaurants, grocery stores, and farming operations become essential infrastructure rather than decorative roleplay. This creates stable demand supporting food industry jobs and businesses.
Pricing strategies matter - expensive restaurants target wealthy players while street vendors serve budget-conscious customers. Bulk grocery purchases for home cooking compete with convenient but pricier restaurant meals. Vending machines offer instant satisfaction at premium prices. These economic layers create diverse business opportunities at different market segments.
Server owners must balance survival challenge against frustration. Too aggressive depletion annoys players with constant management interrupting other activities. Too lenient makes needs meaningless. The sweet spot creates awareness requiring occasional attention without dominating gameplay. Most successful servers set depletion allowing 1-2 hours of normal activity before requiring food/drink.
Consider activity impacts carefully. Combat and pursuit situations already stress players - adding rapid need depletion might overwhelm. Balance this by making consequences gradual - players have warning time to address needs before critical failures. This creates strategic planning opportunities rather than sudden deaths from forgotten hunger.
Administrative commands allow need manipulation for events or assistance. Set player needs to specific levels for event start conditions. Instantly restore needs when helping stuck players. Monitor server-wide need levels identifying if depletion rates need adjustment. These tools help manage the system alongside regular gameplay.
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